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![[Post New]](/s/i/i.gif) 2013/08/05 19:29:50
Subject: Lizardmen 2500 - no idea what I'm doing
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Regular Dakkanaut
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Hey guys. New to warhammer fantasy and new to lizardmen. I basically made this list off research I've done but need all sorts of help.
Slann Mage-Priest: General; Becalming Cogitation; Soul of Stone; Reservoir of the Eldritch Energy; Dispel Scroll; Lore of High Magic; Battle Standard.
Saurus Scar-Veteran: Carnosaur; Spear; Light armour; Shield
Skink Priest: Dispel Scroll; The Cloak of Feathers
30 Saurus Warriors: full command, spears
30 Saurus Warriors: full command, spears
10 Skink Skirmishers: leader
28 Skink Cohort: poison, full command, 3 kroxigor
3 Ripperdactyl
3 Ripperdactyl
Salamander
Salamander
2,433 points
No idea how to kit out my lords and heroes, I wanted a carnosaur for sure and rippers as well.
One group of saurus go with the slaan
Plan is to move the salamanders and carno around with the magic teleport spell , I can use all the help you guys can offer. Looking for a semi competitive list.
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![[Post New]](/s/i/i.gif) 2013/08/05 20:12:11
Subject: Lizardmen 2500 - no idea what I'm doing
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Nimble Mounted Yeoman
Tillicoutry, albion apparently
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I would have posted this list a bit later after the new release as everyone is probably still reading and absorbing the new army book at the moment.
I have yet to get the new book, but the look of the list seems good.
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![[Post New]](/s/i/i.gif) 2013/08/05 21:52:11
Subject: Re:Lizardmen 2500 - no idea what I'm doing
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Speed Drybrushing
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you can only have one scroll,
you can drop the leader on the skink skirmishers
you could drop the skink priest and probably get another salamander or add a 4th ripperdactyl to each squad
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![[Post New]](/s/i/i.gif) 2013/08/06 00:06:27
Subject: Lizardmen 2500 - no idea what I'm doing
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[DCM]
Dankhold Troggoth
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Whoaaaaa, don't do that last one! Dropping the skink priest means you have no way of controlling primal fury. Having a skink priest with cloak of feathers is a Really good idea... if your saurus end up needing to charge something they don't want to pursue, if he is within 6" of them it will override primal fury's mandatory pursuit, and they can restrain.
So keep him
buckero0 is right that you cannot repeat magical items (they are unique), so if you want a second scroll take the lizardmen item from the new book that is almost as good... I believe it's the cube of darkness? And agreed that the leader upgrade on the 10 skinks is not needed.
If your slann is going solo he should be ethereal, not sure if you have the discipline for that on him or not. I'd also put a better weapon / equipment on your scar vet, as you've got points leftover! Or squeeze in another Salamander.
Overall I like the list
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![[Post New]](/s/i/i.gif) 2013/08/06 06:17:51
Subject: Re:Lizardmen 2500 - no idea what I'm doing
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Regular Dakkanaut
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Okay with all the help here and another forum.. This is where we're at
Slann Mage-Priest: General; Becalming Cogitation; Focus of Mystery; Dispel Scroll; Lore of High Magic; Battle Standard. 410
Saurus Scar-Veteran: Talisman Of Preservation; Charmed Shield; Carnosaur; Great Weapon; Light armour; Shield. 364
Skink Priest: The Cloak of Feathers; Lore of Beasts. 100
30 Saurus Warriors: Spawn Leader; Musician; Standard Bearer; Spear. 360
10 Skink Skirmishers 70
10 Skink Skirmishers 70
10 Skink Skirmishers 70
10 Skink Skirmishers 70
3 Ripperdactyl Riders 120
24 Temple Guard: Revered Guardian; Musician; Standard Bearer. 366
1 Salamander Hunting Pack 80
1 Salamander Hunting Pack 80
Ancient Stegadon: Engine of the Gods. 280
2,440 points
I'm honestly not sure how to play. I would like it to be competitive and semi-aggressive, not really a defensive player in 40k - help needed with some explanation on good tactics for this list.
Couple things:
Carnosaur doesn't have any upgrades, just stock - are the upgrades worth it?
Skinks - how do they work
List seems thin on horde like units, is this acceptable?
I was reading the slann now likes to blow up the unit he goes with, are temple guard a dangerous team for the slann?
If the fourth skink group is deleted, there are points for another ripper squad
Is a standard bearer required in the temple guard if the slann has bsb
What's the correct size for a temple guard squad with a slann
Thanks again guys! PS I got the carno model today.. Insane
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![[Post New]](/s/i/i.gif) 2013/08/06 15:39:16
Subject: Re:Lizardmen 2500 - no idea what I'm doing
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[DCM]
Dankhold Troggoth
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Looking good! Scar Vet has a magic shield and normal shield listed, though- he can only take (and only needs) one.
Eclipseone wrote:Couple things:
Carnosaur doesn't have any upgrades, just stock - are the upgrades worth it?
Skinks - how do they work
List seems thin on horde like units, is this acceptable?
I was reading the slann now likes to blow up the unit he goes with, are temple guard a dangerous team for the slann?
If the fourth skink group is deleted, there are points for another ripper squad
Is a standard bearer required in the temple guard if the slann has bsb
What's the correct size for a temple guard squad with a slann
I would remove the 4th skink group to add another ripper squad, like you say. Then, you can put a toad marker on 2 units and have more options on what to use them well against.
I think it looks pretty good and balanced. Not all that aggressive- the extra rippers will help with that, but as lizardmen you're going to be slow. You can get off the spell to move one of your big units with high magic, though, to force the issue.
Overall I quite like it  enough that I might borrow it! And it is better with the revisions. Just don't lose the second ripper squad, imo- get them back in there, since you have the points for it!
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This message was edited 1 time. Last update was at 2013/08/06 15:40:31
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![[Post New]](/s/i/i.gif) 2013/08/06 15:56:18
Subject: Re:Lizardmen 2500 - no idea what I'm doing
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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Eclipseone wrote:
Carnosaur doesn't have any upgrades, just stock - are the upgrades worth it?
Skinks - how do they work
List seems thin on horde like units, is this acceptable?
I was reading the slann now likes to blow up the unit he goes with, are temple guard a dangerous team for the slann?
1) Yes, the Swiftstride upgrade is very useful.
2) Skink Skirmishers are cheap harassment. They can march and fire which makes them very mobile and allows them to run rings around enemy units. Try and get them to hunt War Machines and eliminate enemy chaff too. They're also cheap and expendable, remember that.
3) Eh, I think you'll do fine. 30 Saurus Warriors is certainly nothing to be sniffed at.
4) Not really. The Slann has lost his ability to basically deny all miscasts. Now he's just as likely to blow up stuff around him as much as any wizard. Miscasts are a part of 8th ed. fantasy though, you just have to accept it. The fact that TG allow the Slann to be put in the second rank is far more valuable, I think. You could stick him in a unit of skinks and try and keep them out of combat, if you wanted to. If you are still worried though, take the Earthing Rod.
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![[Post New]](/s/i/i.gif) 2013/08/06 16:02:56
Subject: Re:Lizardmen 2500 - no idea what I'm doing
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Omnipotent Lord of Change
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Eclipseone wrote:Couple things: Carnosaur doesn't have any upgrades, just stock - are the upgrades worth it? Skinks - how do they work List seems thin on horde like units, is this acceptable? I was reading the slann now likes to blow up the unit he goes with, are temple guard a dangerous team for the slann? If the fourth skink group is deleted, there are points for another ripper squad Is a standard bearer required in the temple guard if the slann has bsb What's the correct size for a temple guard squad with a slann
Couple thoughts: > Swiftstride option is very worth it  > Kill isolated single models (usually monsters, also war machines, silly solo characters, etc) with poison shooting, otherwise perform basic chaff duties: get in the way of big units that want to kill you, help set up favorable combats for your blocks, kill enemy chaff, hunt war machines, and so on > 2-3 combat blocks is pretty standard nowadays, so saurus + temple guard will probably work, with the carny + engine to provide heavy support > Eh, that's really just magic for you, we all have to deal with it, the slann just lost Life magic and Cupped Balls is all. Upside is he doesn't have to go in the TG, could hang out with skinks or even solo if the enemy army allows it (i.e. no war machines, not much offensive magic, etc) > My guide for command: always buy a musician if available, buy a standard if the unit is big enough to hold onto it (and/or intends to be in combat), buy a champ if you've got the points and have characters to protect in the unit (so in other words, yes keep that standard!) > I'm hearing 26+slann is best, run 6-wide for both buttloads of attaks and max CR I too would drop the 4th skinks and pick up 2nd rippers, and I think you might have points to grab the extra 2 TG in the process? - Salvage
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This message was edited 3 times. Last update was at 2013/08/06 16:09:31
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![[Post New]](/s/i/i.gif) 2013/08/06 16:13:51
Subject: Lizardmen 2500 - no idea what I'm doing
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Sinister Shapeshifter
The Lair of Vengeance....Poole.
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As the Lore of High magic is the same as the High Elf one, I recommend you take a BRB lore. High is too meh. And the attribute is okay, but when you have like 2 good spells, it isn't that great.
Now, considering you have big blocks of saurus, light is a lot better.
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![[Post New]](/s/i/i.gif) 2013/08/06 17:12:30
Subject: Re:Lizardmen 2500 - no idea what I'm doing
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Regular Dakkanaut
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Okay with what I've learned, and suggestions you awesome people have made. This is probably te last one ill post I promise.
Slann Mage-Priest: General; Becalming Cogitation; Focus of Mystery; Dispel Scroll; Lore of High Magic; Battle Standard. 410
Saurus Scar-Veteran: Charmed Shield; Talisman Of Preservation ; Carnosaur (Loping Stride); Great Weapon; Light armour; Shield. 379
Skink Priest: The Cloak of Feathers; Lore of Beasts. 100
10 Skink Skirmishers 70
10 Skink Skirmishers 70
10 Skink Skirmishers 70
10 Skink Skirmishers 70
10 Skink Skirmishers 70
3 Ripperdactyl Riders 120
24 Temple Guard: Revered Guardian; Musician; Standard Bearer. 366
7 Chameleon Skinks 91
7 Chameleon Skinks 91
3 Ripperdactyl Riders 120
1 Salamander Hunting Pack 80
1 Salamander Hunting Pack 80
Ancient Stegadon: Engine of the Gods. 280
2,467 points
I was reading saurus aren't that great anymore so I removed them for more skinks. I've also learned you can lose your monsters easily to a cannon so I added 2 groups of chamo skinks to destroy war machines. Added 3 rippers and thinking about adding a channeling rod.. What do we we think about this?
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![[Post New]](/s/i/i.gif) 2013/08/06 19:19:30
Subject: Lizardmen 2500 - no idea what I'm doing
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[DCM]
Dankhold Troggoth
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Nooo, go back to how it was  . You'll have to take Saurus, you need 625 points in core (25%) and now you've only got 350!
I say leave the chameleon skinks at home, personally. I hate those buggers  . Didn't they lose their forward deployment shenanigans of last army book? I haven't seen them in any new lists (thank goodness, they were way too auto-include before and needed a nerf... if indeed they cannot deploy so far forward that should do the trick now, imo).
Honestly, like I said before, I loved your prior list (#2) with the idea that you'd add another unit of ripperdactyls. Also Shadow / Salvage's suggestion of swiftstride on the Carnosaur is a good idea.
But the Scar Vet still has 2 shields listed  not sure if you're paying the points for that, but he can only have one (keep the magic one).
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![[Post New]](/s/i/i.gif) 2013/08/06 19:40:03
Subject: Lizardmen 2500 - no idea what I'm doing
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Regular Dakkanaut
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Slann Mage-Priest: General; Becalming Cogitation; Focus of Mystery; Dispel Scroll; Lore of High Magic; Battle Standard. 410
Saurus Scar-Veteran: Charmed Shield; Talisman Of Preservation ; Carnosaur (Loping Stride); Great Weapon; Light armour. 375
Skink Priest: The Cloak of Feathers; Lore of Beasts. 100
10 Skink Skirmishers 70
10 Skink Skirmishers 70
10 Skink Skirmishers 70
30 Saurus Warriors: Spawn Leader; Musician; Standard Bearer; Spear. 360
3 Ripperdactyl Riders 120
24 Temple Guard: Revered Guardian; Musician; Standard Bearer. 366
3 Ripperdactyl Riders 120
1 Salamander Hunting Pack 80
1 Salamander Hunting Pack 80
Ancient Stegadon: Engine of the Gods. 280
2,501 points
1 point over and only 23% in core... Hmm what do we do
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![[Post New]](/s/i/i.gif) 2013/08/06 19:57:13
Subject: Re:Lizardmen 2500 - no idea what I'm doing
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Sadistic Inquisitorial Excruciator
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You can drop 4 Temple Guard, as you only need 20 to effectively cover the Slann. That leaves you with 55 gold pieces (  ) to spend, where you can add 5 Saurus, which gives you 625 in core. This way you can run the Saurus 7 wide 5 deep. Lucarikx
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This message was edited 1 time. Last update was at 2013/08/06 19:58:27
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![[Post New]](/s/i/i.gif) 2013/08/06 20:57:20
Subject: Lizardmen 2500 - no idea what I'm doing
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[DCM]
Dankhold Troggoth
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That's actually a really interesting suggestion to get the 625 needed for core! It makes them pretty lightweight, but I believe they're unbreakable or somesuch with the slann, right?
Other than that, I don't have a suggestion other than losing a salamander or the second ripperdactyls, which we had worked so hard to add, so I think it's actually a pretty good idea. It would mean that you'd be more likely to hold your temple guard back a bit, and send the Saurus in first since they could be run so deep (or 7 x 5, as Lucarikx says). But it's a nice idea.
Still leaves you a point over- I'd likely sacrifice the temple guard champion for that (assuming the slann cannot be challenged forward, I need to read up on this new book!) and buy something else interesting with the leftover points (perhaps for the skink priest).
An alternate way to get points to put into core would be to downgrade the stegadon to no longer have an engine of the gods (perhaps along with dropping the TG champion)... I'll see if the points line up when I get home and can check my book.
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This message was edited 5 times. Last update was at 2013/08/06 21:04:57
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![[Post New]](/s/i/i.gif) 2013/08/06 21:07:11
Subject: Re:Lizardmen 2500 - no idea what I'm doing
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Regular Dakkanaut
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With the changes suggested its 2500 on the mark! Will this list be competitive ?
Slann Mage-Priest: General; Becalming Cogitation; Focus of Mystery; Dispel Scroll; Lore of High Magic; Battle Standard. 410
Saurus Scar-Veteran: Charmed Shield; Talisman Of Preservation ; Carnosaur (Loping Stride); Great Weapon; Light armour. 375
Skink Priest: The Cloak of Feathers; Lore of Beasts. 100
10 Skink Skirmishers 70
10 Skink Skirmishers 70
10 Skink Skirmishers 70
35 Saurus Warriors: Spawn Leader; Musician; Standard Bearer; Spear. 415
3 Ripperdactyl Riders 120
20 Temple Guard: Revered Guardian; Musician; Standard Bearer. 310
3 Ripperdactyl Riders 120
1 Salamander Hunting Pack 80
1 Salamander Hunting Pack 80
Ancient Stegadon: Engine of the Gods. 280
2,500 points
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![[Post New]](/s/i/i.gif) 2013/08/06 23:08:40
Subject: Lizardmen 2500 - no idea what I'm doing
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[DCM]
Dankhold Troggoth
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Just checked my book- EotG can't lower the casting value for high magic.
So, I'd drop the EotG upgrade from your steg, and the champion from the temple guard. Saves you 60 points, and lets you get your core up to 625 without chopping the temple guard down so far.
So, you'll have a few options on how to do it  . And yep, it is a decently competitive list, imo!
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This message was edited 1 time. Last update was at 2013/08/06 23:09:34
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![[Post New]](/s/i/i.gif) 2013/08/06 23:12:13
Subject: Lizardmen 2500 - no idea what I'm doing
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Regular Dakkanaut
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Is high magic the way to go with this list?
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![[Post New]](/s/i/i.gif) 2013/08/07 01:25:51
Subject: Re:Lizardmen 2500 - no idea what I'm doing
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Sadistic Inquisitorial Excruciator
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You could always do Heavens. Automatically knowing Comet is great!
Lucarikx
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![[Post New]](/s/i/i.gif) 2013/08/07 01:47:15
Subject: Lizardmen 2500 - no idea what I'm doing
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[DCM]
Dankhold Troggoth
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The fact that you can swap spells for those in another lore after a successful cast makes high magic pretty versatile, imo. I like it for this list. Wandering ruminations does tempt me for awesomeness, though
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This message was edited 1 time. Last update was at 2013/08/07 01:48:03
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